[RELz] Mart's Mutant Mod 1.0 RC 5.0 #2

Post » Sun Oct 10, 2010 3:43 pm

I'm running FWE and FOOK2 and I think the conflict with Arwen's works.
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Sun Oct 10, 2010 3:44 pm

Yeah, but its all about flavor =)

Choice is good.
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Sun Oct 10, 2010 7:08 pm

Yeah, but its all about flavor =)

Choice is good.



Yes that is why FWE already has some of ARWEN's mind numbing talented work in it :frog:


Having infinite fun playing MARTIGEN'S MUTANT MOD and even getting grossed out in a good way by all the ghastly new textures and variations of mutants. Ran into a deformed Rambler which looked like something out of a 1950s ACTTACK OF THE SLIME PEOPLE in a abandoned building and was a bit freaked by the fingers he had as lootable ingrediants :D Nice work with the ingrediant icons which get the point across rather shockingly.

Thanks Martigen and all other involved for taking the already great FALLOUT 3 to another level of excellence as you did with OBLIVION :cake: :foodndrink: :cake:
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Sun Oct 10, 2010 4:34 am

My personal fav monster are the night ghouls. I liked that you eat the eyeballs. It would make me puke in real life. But hey, My toon can take it. He has a tough stomach lol
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Sun Oct 10, 2010 8:57 am

Hey Mart,

have you seen the new creatures resource by tumbajamba? http://www.fallout3nexus.com/downloads/file.php?id=7201

I think it would gel quite well with your mod.

Rob


Mart make Feral ghoul reavers wear that power armor so it explains how strong they are !
User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Sun Oct 10, 2010 10:58 am

Anyone that can help me? Or offer an explanation of sorts?

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1069335&view=findpost&p=15661244
User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Sun Oct 10, 2010 2:12 pm

Is the FOMOD version supposed to contain a .fomod file? Because mine doesn't, it's just all the esp's and folders along with a fomod folder with all the scripts in.
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Sun Oct 10, 2010 2:04 pm

Are you sure it's not just FOMOD-Ready? You can make one out of the folder by looking in package manager -> create from folder if the scripts are in there.
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Sun Oct 10, 2010 2:04 pm

Just encounters something strange at Evergreen Mills (First visit with that character) I dunno if it's you mod to "blame" but I'd though I'd ask anyway.

I have MMM with Increased, Increased Spawns (Among other things)

So. I'm crawling around the rooftops of Evergreen Mills sniping the raiders one by one and when they are all gone (Including the Gargantuan) I go inside the shout shack and when I come back out almost all of the raider corpses are skeletons and a team in the north part had re-spawned. When I killed them I made my way around the train yard in a big circle. To my dismay the Gargantuan has vanished and when I come back the raiders I just killed are alive again.

Any ideas?

Edit: I also have a (minor) problem with head splatted Ghouls rising again



I think i have also witnessed dead raiders coming back to life after killing them at the Bethesda Ruins but am not sure since there was some heavy combat fire going on with MMM and FWE 5.01 installed so i was to say the least happily distracted :D . Am not using Increased Increased Spawns though just the FOIP patch to make MMM and FWE work together.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Sun Oct 10, 2010 9:40 am

Depending on the ammo stock and the level raiders coming back to haunt you (albeit a glitch). Could be kinda funny to blastem all over again lol ^_^
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Sun Oct 10, 2010 9:04 pm

Hi Mart, long time user, first time commenter here.

Are you planning on integrating all of the plugin files into the main file in MMM RC6, much like fook2 1.1 is going to be? (Hasn't come out yet, they're having problems with their website)

It would be awesome if you did :D

Thanks for the great mod, can't play without it

-zot
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Sun Oct 10, 2010 10:20 am

Just been playing this with Arwens realism tweaks and in my eyes its pretty much perfect fallout, plus a few other mods.

Mart should definately have a http://www.fallout3nexus.com/downloads/file.php?id=7201

Much better than adding the STALKER mutants, which would be abit of an imersion and lore breaker I think, despite them being awesome.

Good luck with RC.6.0 :)

Cheers
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Sun Oct 10, 2010 2:29 pm

I agree, those creatures look great!
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Sun Oct 10, 2010 12:04 pm

Could there be a "No Gargantuan" included in the next release, please?

I find it incredibly immersion breaking to have this giant red mutant standing in Downtown DC (or anywhere for that matter but especially there)....


Also, I was wondering if it was possible to make a plug-in (optional) for more spawns only at night?

Otherwise, I love (LOVE!) this mod (just like I loved it for Oblivion).

Thank you!

J
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Sun Oct 10, 2010 6:48 am

Hey, Mart. First of all, a big THX for this great mod and all of the hard work you're putting into it. And now for the question: is there a rough ETA on RC6 (or maybe a full blown 1.0 release)?
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Sun Oct 10, 2010 10:37 am

Is Mart still around?

This thread seems to have been ignored for a while.... just curious.
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Sun Oct 10, 2010 10:29 am

Hey Mart,

Have you seen the new creatures resource by tumbajamba? http://www.fallout3nexus.com/downloads/file.php?id=7201

I think it would go quite well with your mod.

~Rob


I agree, this would be waaay better than STALKER creatures, I think.
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Sun Oct 10, 2010 6:26 pm

I had several great moments with FWE/MMM today. First, my char faced her first Deathclaw Matriarch - and then two more. They are awesome. In fact, they turned her into a drug addict, as she had to buff up with heavy FWE drugs. A bit later on she was onset by a group of Night Ghouls - quite a sight with 7-8 of them suddenly rushing her. I really like the Ghoul/Reaver variations as well. Well, I like most of everything in it as I do with the Oblivion version. Excellent stuff. Thanks for making it - looking forward to any updates.
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Sun Oct 10, 2010 9:22 pm

Hey, Martigen- just want to say hello!
Be sure, I have fan with your mod until now.
Excellent work, despite all the difficulties on your way :)
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Sun Oct 10, 2010 2:38 pm

Hello.

Would anyone know if it's possible to change how the increased spawn chances are weighted?
Like with 1-3 spawns it is now 1,2,2,3. Could it be adjusted somehow to 1,1,2,3?
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Sun Oct 10, 2010 6:33 pm

Hey!

Can someone clarify on one small question I have on using MMM with FWE?
I'm using the MMM-FWE Master release compatibility patch from FOIP.

So only to be sure:
When using it, I basically don't need to use ANY of the additional plugins for MMM (save maybe for DLC?) as they are included in the FOIP patch and can be accessed by the ingame menu of FWE?
I'm only asking because the readme at FOIP mentions that you don't need increased spawns and natural selection but it says nothing about hunting and looting.
However, hunting and looting is present in the FWE-MMM menu, too.
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Sun Oct 10, 2010 11:45 am

Hey!

Can someone clarify on one small question I have on using MMM with FWE?
I'm using the MMM-FWE Master release compatibility patch from FOIP.

So only to be sure:
When using it, I basically don't need to use ANY of the additional plugins for MMM (save maybe for DLC?) as they are included in the FOIP patch and can be accessed by the ingame menu of FWE?
I'm only asking because the readme at FOIP mentions that you don't need increased spawns and natural selection but it says nothing about hunting and looting.
However, hunting and looting is present in the FWE-MMM menu, too.


That's correct. You don't need any MMM optional plugins, besides the DLC ones if having those. Here's my config:

Mart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.esp

User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Sun Oct 10, 2010 2:29 pm

This is not that big of a deal but I thought it made little sense so I thought I post about it. Why so little xp for the Mutant Behemoths? I have to waste massive amounts of ammo to take it down. 15-20 times the next strongest thing I have encountered, yet I only get 86xp(I don't know what the base is, I have a number of xp perks). With the time It takes to kill it and the ammunition I use I could kill a whole gang of super mutants and get 4 or 5 times that much xp. You do get alot of loot so it not that ridiculous, but it still makes no sense to me. Hell with the all the ghouls sometimes running around at night you can get massive xp quite easily with alot of ammunition and a machine gun, the same needed to kill the big mutant.

And the reason I said its not that big of a deal is because when I kill one I can just use the console to add xp based on what I think I deserve. If a whole bunch of people helped me take it down(I have travelers mod) I give myself less, if its just me I get around 350xp(what I give myself+86). With all the loot that it drops it might be a bit high, but it evens out because I give less if I am helped, which except for a few perks the game does not normally take into account how much you did to kill something, just that you contributed will get you full xp. So a normal base amount of 200 I think would be reasonable, I have not come across a Gargantuan yet, but I assume even higher for that thing.
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Sun Oct 10, 2010 10:07 pm

Yeah it's a bit odd that you get the same amount of experience for unloading half your ammo reserves on a Behemoth as a few accurate headshots to some of the 'stronger' talon company mercs, or only a few lesser enemies. Of course you'd want to avoid having the player level up too fast, but it's not like the Behemoth is very common.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Sun Oct 10, 2010 9:39 pm

Yeah it's a bit odd that you get the same amount of experience for unloading half your ammo reserves on a Behemoth as a few accurate headshots to some of the 'stronger' talon company mercs, or only a few lesser enemies. Of course you'd want to avoid having the player level up too fast, but it's not like the Behemoth is very common.

I use FWE so that is not an issue for me. Nor should it be for anyone who use mods as they can use whatever level mod they choose. Either way, I just reward myself what I feel I deserve for killing them, or if anything else where I think there is a severe lack of xp for whatever.
User avatar
Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm

PreviousNext

Return to Fallout 3